Carbonization/MalCore - 1.2.0 - For Minecraft 1.7.10 and Forge 10.13 (not supported at the moment)
Introduction and Getting Started: Carbonization is a Forge mod that adds in more fuel and ways to use it. It is intended for usage in a modded environment, although the mod can stand alone. I have many more features planned.
There is a guidebook provided through MalCore, crafted using a book and a piece of coal. It supports localizations but there is only en_US right now. (sorry non-English speakers)
LootBags Information:
LootBags adds an item that contains random loot from any of the vanilla dungeon loot lists (dungeons, strongholds, mineshafts, temples, and blacksmiths). This bag can be found dropped by monsters, passive mobs, and players or in vanilla worldgen chests.
The mod has a detailed config file that allows for a wide degree of customization. The drop chance for monsters, passive mobs, and players can all be configured independently from 0 to 100%. The chest loot tables can be changed through the config, the default is all vanilla chest loot tables, allowing for mod loot tables to be added or vanilla loot tables to be removed. Keep in mind there has to be at least one loot table, so if the loot table list is empty the vanilla dungeon chest loot table will be automatically added on load. Further control of the loot can be controlled by a blacklist and whitelist. The blacklist will ensure that any valid item or block will not appear in a LootBag and accepts either OreDictionary names or . The whitelist adds a separate drop table in which contains the whitelisted items or blocks and accepts entries in either OreDictionary or format. The mod by default adds the lootbags to vanilla chest loot tables, which can be disabled in the config.
Spotlight:
Warning: not PG
- by DarkWolfGaming from TrollenBros
Further Internal Mechanics Information:
Loot Determination Algorithm:
The bag does not know its loot until it is opened by a player. There are a maximum of five inventory slots that can be filled. Once opened, the bag will determine 1-5 slots to fill and for each slot choose a random loot list from all lists plus the whitelist if there are any items in the whitelist. From that list a random output itemstack is selected with a random stack size that does not exceed both the max stack size for that item and that entered in the config and placed in the slot.
Black/White-list Item Detection:
The lists will read a string array and for each element identify the number of words, if it is one/two (blacklist/whitelist) the code assumes the entry is an OreDictionary entry and attempt to add all itemstacks from the OreDictionary that matches that tag to the list. In the case of a whitelist, this only adds the first entry. If the entry word count is three/four the code assumes it is a modID entry and will attempt to find the item or block that is registered under the modID that is the first word with an internal registry name of the second word. If a block or item is found, an itemstack that uses the third word parsed to an integer is added to the list. Each successful process will add a log message indicating the addition.
Blacklist Item Removal:
During item selection when the bag is opened if the blacklist has any items the mod will compare each item to the blacklist and if there is a match that particular slot is rolled again.
Bug Reports:
You need MalCore for Carbonization to work.
You can post bugs either here or by opening an issue in the GitHub. Provide as much information as possible, just saying something broke doesn't help me much. If you're posting here put crash logs in spoiler tags so the thread doesn't get over cluttered.
FAQ:
My food turned to ash in the Industrial Furnace!
It's an Industrial Furnace, designed for quickly melting metal down and forming it... what did you expect, perfect soufflés?
Are you adding item/liquid transport?
Sort of. Long distance transport such as pipes, no. There are plenty of mods that do that and as long as I can't think of a way to do it different I have no desire to add in repeat content. Shorter distance transport through ejection upgrades and intermediary blocks is planned.
Are you adding power?
I have power, it's called put fuel in the machine and it's converted into Fuel Potential, aka perform work for a certain amount of time, or in other terms, power.
Are you adding tools?
If you mean iron alloy basic tools, no. I see no reason to add something hardly anyone is going to use. If you mean a power tool of some kind, refer to the question about transport blocks, I haven't thought of a way to do it different then anyone else, so I'd rather not put in yet another tool to mine with until I do.
Are you adding pollution/environmental/biome effects?
Maybe. I haven't thought of a mechanic that doesn't seem like a pain to deal with in game to me, but it's something I'd like since it fits thematically with the mod. I also have plans for other worldgen type things, but that is far away for now.
You mention other mods a lot. Why?
I got into modding because of other mods, and I've been inspired to try to push what I can put in Carbonization by what other people have made. I however dislike just following someone, that's why I won't add something in unless I think I can do it different or better somehow. I enjoy playing in a mod-rich environment, so I design around that and put in things that I would actually use in that modded environment.
Why a fuel mod?
It's an angle that I didn't, and really still don't, see. There are mods that add fuel, have machines that use fuel, turn fuel into power, but basically none that really look at the fuel itself. That's why I say fuel is my power system, everything in my mod revolves around solid fuel somehow, even the better structure blocks have a lot of fuel in their construction through the carbon items and steel production.
Do you have any other mods?
Not released, I started two mods before Carbonization, a Stargate-esque portal mod that I scrapped due to Mystcraft being released and doing the whole portal/teleporting around thing a lot better then I could do at the time. Will I revisit it sometime in the future but hit the Stargate angle harder? Maybe. The other was also slightly SG-themed, focusing on ai and entities that self-replicated to accomplish tasks, either as a semi-hostile entity that eats the world or under a players control to mine and process materials. I stopped working on it because I'm not good enough at programming to make it not be horrible inefficient.
Are you a programmer?
Nope, I'm an engineer. Not even electrical or computer, I'm a mechanical engineer focused on biomedical applications of improving human and machine interfacing. I have been making maps and mods as a hobby for a while now.
Your textures suck!
Yes they do. I'm an engineer, not an artist. My later textures are a lot better then the older ones though, so I'm getting better.
I want to support you somehow!
The best thing you can do to help me right now is to tell others about my mods and provide useful feedback. I'm specifically looking for detailed feedback regarding usage and balance.
Usage of the mods, either in .jar or source code form constitutes a complete and unconditional agreement with the following terms.
Liability:
My mods are provided "as is" with no warranties, implied or otherwise. The owner of the mods takes no responsibility for any damages incurred from the use of the mod. Carbonization alters fundamental parts of the Minecraft game, and parts of Minecraft may not work with the mod installed. All damages caused from the use or misuse of the mod falls on the user.
Usage Terms:
1: The mods are visible source for the purpose of education. Don't create modified versions of the mods and distribute them without my permission.
2: If you are going to change how my mods work, I ask you inform myself and anyone experiencing the changes about the changes. This includes using external utilities to change recipes. I would prefer to avoid receiving reports that something is broken when it is an unofficial change that is causing the issue and being unaware of those changes.
3: Don't monetize my mods. That means no paywalls, no adfly, no coerced donations, nothing. I don't stand outside your door and charge people visiting you to come inside or get a drink. This only applies to monetization that is directly attached to the mod or mod download specifically, not any revenue to support the site/download/server.
4: You are welcome to put my mods in a modpack provided proper credit is provided. A link to the forum post or download page and my name somewhere in the modpack description or webpage is sufficient credit.
Could you do alternate names for the Coal in a Config option so I don't have 2 mods that have Items with the same Name (Rotarycraft + This). This looks like a cool mod.
Note: If you need a texture artist I'm always free... your ores look like coder art.
Could you do alternate names for the Coal in a Config option so I don't have 2 mods that have Items with the same Name (Rotarycraft + This). This looks like a cool mod.
Note: If you need a texture artist I'm always free... your ores look like coder art.
I'll add it to my list to look at. I'd rather try to figure out why the name conflict is an issue before just renaming things.
Yes, my ores are coder art and really old coder art at that. I would really appreciate any assets done by someone who can draw. Especially the gears.
Love your mod Malorolam
I am a tech mod enthusiast myself and I was curious if you wanted to do a detailed spotlight with me on your mod?
Or would you like to wait until you add more?
Love your mod Malorolam I am a tech mod enthusiast myself and I was curious if you wanted to do a detailed spotlight with me on your mod? Or would you like to wait until you add more?
0.8.7:
-Added Recipe Charm to help fix some known recipe conflicts
-Added Silktouched fuel furnace and macerator recipes
-Changed Autocrafting Bench upgrade to use furnace structure blocks instead of machine structure blocks
-Fixed xp duplication exploit
-Fixed some small text errors
Tier 1 Furnace: there's already an iron furnace or two out there.
The furnaces don't look different enough from Vanilla to distinguish which is which. (Mainly the tier 1 iron furnace)
Other than that, this has potential.
My iron furnace was designed to be similar to existing ones, so that the recipe and behavior is familiar and easy to get used to.
The furnace textures were the second set of block textures I did, after the oh-so-lovely fuel textures, so I've been meaning to go back and touch them up a bit.
-Added the Fuel Cell and Fuel Cell Filler
-Buffed max Industrial Furnace yield to 3x from 2.5x to be more in line with material costs
-Added Fuel Cell interaction for machines and furnaces. There is some information in the source code under api for any mod authors interested in adding Fuel Cell support.
-Changed mod license from GPL3 to the license in the License section.
Carbonization 0.9.0.1 Release Notes
-Sort of fixed an Ore Dictionary issue caused by IC2 Experimental .307 or later in probably the least efficient way possible. This is a fix directed towards the issue caused by the IC2 bug as it rendered a decent part of the mod unusable, so if you don't have IC2 Experimental .307 or later, just 0.9.0.0 instead, as no other bugs were fixed.
Version 0.9.1.0 has been released. Carbonization 0.9.1.0 - MC1.6.4/Forge9.11 Release Notes
-Fixed multiple GUI and packet issues causing ghost items to appear client-side.
-Retextured the single block furnaces completely so they don't look as horrible.
Carbonization 0.9.1.2 Release Notes:
-Fixed multiple GUI issues caused by fixing the previous multiple GUI issues.
-Fixed an occasional division by zero error in NEI usage recipes caused by an external mod clearing the fuel list.
@Malorolam: Please grant me a question:
The Withered End Structure Blocks require one Dragon Egg to get crafted. 4 Nether Stars + 1 Dragon Egg = 2 Withered End Structure Blocks. So far, so good. The Nether Stars are possible, no doubt. But how to get more Dragon Eggs? And i mean: Without Minechem or other 3rd party mods.
Well all of my structure blocks can be disassembled into one of their components, which in the case of Withered End, gives you a dragon egg per block. So if you don't have Minechem or Magic Bees, you can still get more dragon eggs for basically 4 nether stars per egg.
-Added Portable Scanner
-Updated single block furnace textures
-Changed Withered End structure block to give 5 instead of 2
-Rebalanced bench upgrade slots so tier is more relevant and quantity is less so
-Rewrote packet system to be less terrible
-Fixed multiple small graphical glitches and inconsistencies
-Fixed multiple small text errors in descriptions and info panes
-Fixed Autocrafting Bench sidedness so input goes in the top, fuel goes in the sides, and things can be pulled from any face
Known issues:
-There is a small synch issue that randomly shows up preventing the player inventory to be reordered by the player in the player inventory gui. Logging out/saving game and reloading fixes it. Not even sure if it's my code, as I can't reproduce it reliably enough to debug.
-Rewrote Fuel Conversion Bench so it uses a recipe system instead of a giant static enum. There was much rejoicing.
-Changed localizations over to a .lang file instead of hardcoded horribleness. If any mods that display item/block names (NEI/WAILA/etc.) aren't showing the names make sure to update them before reporting a bug.
-Added web version checking
-Added fuel blocks
Downloads now located at CurseForge: Carbonization, MalCore, LootBags
Source code: https://github.com/Malorolam/
Current Versions:
Carbonization/MalCore - 1.2.0 - For Minecraft 1.7.10 and Forge 10.13 (not supported at the moment)
Introduction and Getting Started:
Carbonization is a Forge mod that adds in more fuel and ways to use it. It is intended for usage in a modded environment, although the mod can stand alone. I have many more features planned.
There is a guidebook provided through MalCore, crafted using a book and a piece of coal. It supports localizations but there is only en_US right now. (sorry non-English speakers)
LootBags Information:
LootBags adds an item that contains random loot from any of the vanilla dungeon loot lists (dungeons, strongholds, mineshafts, temples, and blacksmiths). This bag can be found dropped by monsters, passive mobs, and players or in vanilla worldgen chests.
The mod has a detailed config file that allows for a wide degree of customization. The drop chance for monsters, passive mobs, and players can all be configured independently from 0 to 100%. The chest loot tables can be changed through the config, the default is all vanilla chest loot tables, allowing for mod loot tables to be added or vanilla loot tables to be removed. Keep in mind there has to be at least one loot table, so if the loot table list is empty the vanilla dungeon chest loot table will be automatically added on load. Further control of the loot can be controlled by a blacklist and whitelist. The blacklist will ensure that any valid item or block will not appear in a LootBag and accepts either OreDictionary names or . The whitelist adds a separate drop table in which contains the whitelisted items or blocks and accepts entries in either OreDictionary or format. The mod by default adds the lootbags to vanilla chest loot tables, which can be disabled in the config.
Spotlight:
- by DarkWolfGaming from TrollenBros
Further Internal Mechanics Information:
Loot Determination Algorithm:
The bag does not know its loot until it is opened by a player. There are a maximum of five inventory slots that can be filled. Once opened, the bag will determine 1-5 slots to fill and for each slot choose a random loot list from all lists plus the whitelist if there are any items in the whitelist. From that list a random output itemstack is selected with a random stack size that does not exceed both the max stack size for that item and that entered in the config and placed in the slot.
Black/White-list Item Detection:
The lists will read a string array and for each element identify the number of words, if it is one/two (blacklist/whitelist) the code assumes the entry is an OreDictionary entry and attempt to add all itemstacks from the OreDictionary that matches that tag to the list. In the case of a whitelist, this only adds the first entry. If the entry word count is three/four the code assumes it is a modID entry and will attempt to find the item or block that is registered under the modID that is the first word with an internal registry name of the second word. If a block or item is found, an itemstack that uses the third word parsed to an integer is added to the list. Each successful process will add a log message indicating the addition.
Blacklist Item Removal:
During item selection when the bag is opened if the blacklist has any items the mod will compare each item to the blacklist and if there is a match that particular slot is rolled again.
Bug Reports:
You need MalCore for Carbonization to work.
You can post bugs either here or by opening an issue in the GitHub. Provide as much information as possible, just saying something broke doesn't help me much. If you're posting here put crash logs in spoiler tags so the thread doesn't get over cluttered.
FAQ:
Are you adding item/liquid transport?
Are you adding power?
Are you adding tools?
Are you adding pollution/environmental/biome effects?
You mention other mods a lot. Why?
Why a fuel mod?
Do you have any other mods?
Are you a programmer?
Your textures suck!
I want to support you somehow!
Legal Stuff:
Copyright © 2014 Malorolam.All rights reserved. This program and the accompanying materials are made available under the terms of the following license.
MalCore, Carbonization, and LootBags License:
-Version 3, applied 1 December 2014
Usage of the mods, either in .jar or source code form constitutes a complete and unconditional agreement with the following terms.
Liability:
My mods are provided "as is" with no warranties, implied or otherwise. The owner of the mods takes no responsibility for any damages incurred from the use of the mod. Carbonization alters fundamental parts of the Minecraft game, and parts of Minecraft may not work with the mod installed. All damages caused from the use or misuse of the mod falls on the user.
Usage Terms:
1: The mods are visible source for the purpose of education. Don't create modified versions of the mods and distribute them without my permission.
2: If you are going to change how my mods work, I ask you inform myself and anyone experiencing the changes about the changes. This includes using external utilities to change recipes. I would prefer to avoid receiving reports that something is broken when it is an unofficial change that is causing the issue and being unaware of those changes.
3: Don't monetize my mods. That means no paywalls, no adfly, no coerced donations, nothing. I don't stand outside your door and charge people visiting you to come inside or get a drink. This only applies to monetization that is directly attached to the mod or mod download specifically, not any revenue to support the site/download/server.
4: You are welcome to put my mods in a modpack provided proper credit is provided. A link to the forum post or download page and my name somewhere in the modpack description or webpage is sufficient credit.
Besides that, use the mods however you want.
Developer of LootBags.
Note: If you need a texture artist I'm always free... your ores look like coder art.
I'll add it to my list to look at. I'd rather try to figure out why the name conflict is an issue before just renaming things.
Yes, my ores are coder art and really old coder art at that. I would really appreciate any assets done by someone who can draw. Especially the gears.
Developer of LootBags.
I am a tech mod enthusiast myself and I was curious if you wanted to do a detailed spotlight with me on your mod?
Or would you like to wait until you add more?
Both have been PM'd about spotlights.
Developer of LootBags.
Carbonization 0.8.7.1 - MC1.6.4/Forge9.11 Release Notes
-Fixed IC2 integration again...
0.8.7:
-Added Recipe Charm to help fix some known recipe conflicts
-Added Silktouched fuel furnace and macerator recipes
-Changed Autocrafting Bench upgrade to use furnace structure blocks instead of machine structure blocks
-Fixed xp duplication exploit
-Fixed some small text errors
Developer of LootBags.
Tier 1 Furnace: there's already an iron furnace or two out there.
The furnaces don't look different enough from Vanilla to distinguish which is which. (Mainly the tier 1 iron furnace)
Other than that, this has potential.
My iron furnace was designed to be similar to existing ones, so that the recipe and behavior is familiar and easy to get used to.
The furnace textures were the second set of block textures I did, after the oh-so-lovely fuel textures, so I've been meaning to go back and touch them up a bit.
Developer of LootBags.
Carbonization 0.9.0.0 - The Bird of Hermes
Carbonization 0.9.0.0 - MC1.6.4/Forge9.11 Release Notes
-Added the Fuel Cell and Fuel Cell Filler
-Buffed max Industrial Furnace yield to 3x from 2.5x to be more in line with material costs
-Added Fuel Cell interaction for machines and furnaces. There is some information in the source code under api for any mod authors interested in adding Fuel Cell support.
-Changed mod license from GPL3 to the license in the License section.
Carbonization 0.9.0.1 Release Notes
-Sort of fixed an Ore Dictionary issue caused by IC2 Experimental .307 or later in probably the least efficient way possible. This is a fix directed towards the issue caused by the IC2 bug as it rendered a decent part of the mod unusable, so if you don't have IC2 Experimental .307 or later, just 0.9.0.0 instead, as no other bugs were fixed.
Developer of LootBags.
Carbonization 0.9.1.0 - MC1.6.4/Forge9.11 Release Notes
-Fixed multiple GUI and packet issues causing ghost items to appear client-side.
-Retextured the single block furnaces completely so they don't look as horrible.
Developer of LootBags.
i just released a mod myself and i know how hard it is to get it noticed/comments so i wanted to give you some feedback and a nice +1 =3
Thank you very much for that sir.
Developer of LootBags.
Carbonization 0.9.1.2 - Luna in Crescent
Carbonization 0.9.1.2 Release Notes:
-Fixed multiple GUI issues caused by fixing the previous multiple GUI issues.
-Fixed an occasional division by zero error in NEI usage recipes caused by an external mod clearing the fuel list.
Developer of LootBags.
yes very god job xD
Well all of my structure blocks can be disassembled into one of their components, which in the case of Withered End, gives you a dragon egg per block. So if you don't have Minechem or Magic Bees, you can still get more dragon eggs for basically 4 nether stars per egg.
Developer of LootBags.
0.9.5.0 Release - The Bird of Hermes is my name, for Minecraft 1.6.4 and Forge 9.11
Carbonization 0.9.5.0 - The Bird of Hermes is my name
Carbonization 0.9.5.0 - MC1.6.4/Forge9.11 Release Notes
-Added Portable Scanner
-Updated single block furnace textures
-Changed Withered End structure block to give 5 instead of 2
-Rebalanced bench upgrade slots so tier is more relevant and quantity is less so
-Rewrote packet system to be less terrible
-Fixed multiple small graphical glitches and inconsistencies
-Fixed multiple small text errors in descriptions and info panes
-Fixed Autocrafting Bench sidedness so input goes in the top, fuel goes in the sides, and things can be pulled from any face
Known issues:
-There is a small synch issue that randomly shows up preventing the player inventory to be reordered by the player in the player inventory gui. Logging out/saving game and reloading fixes it. Not even sure if it's my code, as I can't reproduce it reliably enough to debug.
Developer of LootBags.
0.9.8.0 Release - Eating my wings to keep me tame, for Minecraft 1.6.4 and Forge 9.11
Carbonization 0.9.8.0 - Eating my wings to keep me tame
Carbonization 0.9.8.0 - MC1.6.4/Forge9.11 Release Notes
-Rewrote Fuel Conversion Bench so it uses a recipe system instead of a giant static enum. There was much rejoicing.
-Changed localizations over to a .lang file instead of hardcoded horribleness. If any mods that display item/block names (NEI/WAILA/etc.) aren't showing the names make sure to update them before reporting a bug.
-Added web version checking
-Added fuel blocks
Developer of LootBags.